AFTER'IMAGE_MAYHEM::WIKI aimwiki https://aim.miraheze.org/wiki/Main_Page MediaWiki 1.42.1 first-letter Media Special Talk User User talk AFTER'IMAGE MAYHEM WIKI AFTER'IMAGE MAYHEM WIKI talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Main Page 0 2 3 2024-07-06T10:47:29Z 23.deferred.impact 2 Placeholder main page wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used 35175273c8cd7ae8d8dcb30638a73a2645f2370b 4 3 2024-07-06T11:32:05Z JackDot 6 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* This game is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. *no native Mac executable is provided, but virtualization may be used 09ad89c4eb70b83419597959e081a7c6e175e62f 5 4 2024-07-06T11:37:00Z JackDot 6 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used 4299439efa9018752547794edf9adf5cea9ba608 6 5 2024-07-06T13:21:22Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player at the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 532334873de01d77ea8d10dbd61355f6c4541293 7 6 2024-07-06T13:21:46Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player at the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 1238343194186c11b19dbd0635f3aba332f33ba6 8 7 2024-07-06T13:21:58Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player at the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. d1653da00d1c0508b0801606befd0bd6ae3b2955 9 8 2024-07-06T13:22:15Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a specific amount of time, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player at the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 3a1bc2dab43d0e7f1ffc34f3d62e93f4e97b8467 10 9 2024-07-06T13:25:32Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player at the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player to the direction they are facing when the skill is activated by a specific distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 9c74e9737e99b02064f70629b5f237341ad84a38 11 10 2024-07-06T13:25:58Z Verialonbia 5 wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* AFTER'IMAGE_MAYHEM is a combination of unique polygon arts and shooter style. It also include gacha elements, the highest is getting railed. Made by a soup addict, we will call him West right now, man really loves his game to updating it every week. If you get 100 point in this game, you will get a special gift sent straight to your home address, the gift ranging from missiles to professional bicycles. No one has been able to get the exact point by far. *no native Mac executable is provided, but virtualization may be used ^ do something about this Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player in the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 7e8dc8adf4107d9aa95b27c4829e547c3f9e8987 12 11 2024-07-06T13:44:47Z 23.deferred.impact 2 What the fuck? Who let bro cook? wikitext text/x-wiki I'll update all this shit later lmao https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player in the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. 10bd997a51becc789ca15ff80a1cbf45212e50f4 14 12 2024-07-06T15:09:23Z 23.deferred.impact 2 Banner and short meaningless paragraph wikitext text/x-wiki [[File:A'I M Banner.png|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. For free. https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player in the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. e039a9191f86b694713679df4503f7f92012fbca 15 14 2024-07-06T15:13:56Z 23.deferred.impact 2 Fix banner, add wiki section wikitext text/x-wiki [[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. Weapons & Utilities MASS IMPACT: Shoots out a single pellet that kills other players when touched. ORDINARY RAIL: Blasts laser out of a railgun that destroys anything in the straight line. Goes through walls and other objects. UNSTABLE CORE: When activated, plant an explosive under your ship (the core) that will travel along a fixed direction and destroy other players' ship until it makes contact with a wall, in which it will self destruct. CAST DOUBT: Designate a small area to kill all players inside after a 1 second, will be indicated by a white circle. DIE CAST: Designate a large area to kill all players inside after 3 seconds, will be indicated by a white circle. DASH IT: When activated, will boost player in the direction they are facing when the skill is activated. THERE PORT: When activated, will teleport player in direction they are facing when the skill is activated by a short distance. SPACE IS MINE: Plants a mine when activated. Mines kill other players when contact is made. FAIR PARRY: Prevents all other weapons or utilities from having its effect on you for 250ms. c6850d582a8426cac7eddf92b90587c3037cbe78 20 15 2024-07-06T15:22:46Z 23.deferred.impact 2 links wikitext text/x-wiki [[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' https://www.youtube.com/watch?v=98c3YkSuI8E https://discord.gg/mrDq7wQzmY Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] b53c67525cc5b70a6b216f45142392f7fe7beaaf 21 20 2024-07-06T15:26:41Z IanisPeein 7 discord and youtube image links wikitext text/x-wiki [[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] 2f67ac21da239f734b072d86d451232cf4f2f7bd 22 21 2024-07-06T15:28:17Z IanisPeein 7 formatting wikitext text/x-wiki [[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Weapons and Abilities]] 0d57cf20b015b3d5bca8ae7dce896ebd4e67a338 26 22 2024-07-06T15:43:07Z 23.deferred.impact 2 no wtf wikitext text/x-wiki [[File:A'I M Banner.png|900px|frameless|center|alt=banner (screenshot from the game)|about to get railed]] '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] 383f60041af40242591e41fd98ac301b54066c7b 27 26 2024-07-06T15:43:08Z IanisPeein 7 higher res banner wikitext text/x-wiki [[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]] <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] c02717d0b130ebe2f41b3e9f43ea406b1ec18eea 28 27 2024-07-06T15:44:37Z 23.deferred.impact 2 godot is a fucking terrible game engine wikitext text/x-wiki [[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]] <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] bc045f3dd78507f37f513fdbcc3138a3ca7dd9ef 29 28 2024-07-06T15:45:11Z 23.deferred.impact 2 fix discord link wikitext text/x-wiki [[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]] <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] 48ff8d055745af0ef862a1f6c8aeb1efc8425dad 30 29 2024-07-06T17:40:27Z IanisPeein 7 made banner into div wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' [[File:YouTube full-color icon (2017).svg.png|100px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] [[File:Discordlogo.png|90px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] Playable on Windows, Linux and Mac* *no native Mac executable is provided, but virtualization may be used Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] b9bb1eebc5b01db5a4134fbcc15b6ab7c776f062 36 30 2024-07-06T18:38:35Z IanisPeein 7 changed formatting slightly wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|1000px|frameless|left|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] a078bcb42071a1521753b5c4964620ee35c9b19c 37 36 2024-07-06T18:38:59Z IanisPeein 7 formatting wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Abilities]] f148cf96e6680ecaae4bd7f5c92d4d7d7cdbb7cc 41 37 2024-07-06T18:41:42Z IanisPeein 7 added new page wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Core Gameplay]] [[Abilities]] 3b665c0c94d11805958efb4aa9a06d396ac436a1 46 41 2024-07-06T18:51:36Z IanisPeein 7 added clips link wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|900px|frameless|center|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] 684ecbb34e1fccbc76c78bb75d850cbde185355d 52 46 2024-07-06T23:50:12Z IanisPeein 7 wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] 66d4a369f6fb89c6bc7e5a692160166757acc20d File:A'I M Banner.png 6 3 13 2024-07-06T14:49:00Z 23.deferred.impact 2 wikitext text/x-wiki A screenshot of that guy dropping a landmine and about to be railed by this guy while a cast lingers off to the side 3524a67f770563655a23646beb4413b8b2549b32 File:YouTube full-color icon (2017).svg.png 6 4 16 2024-07-06T15:19:02Z IanisPeein 7 youtube logo png wikitext text/x-wiki == Summary == youtube logo png 9be6474c192a5b5203b88bdbb553f75e6759f7df Changelog 0 5 17 2024-07-06T15:20:12Z 23.deferred.impact 2 yeah wikitext text/x-wiki == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. [[ WELCOME TO THE AIM_VECTORSPACE_NEBULA ]] * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. * projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage * improved, more appealing graphics that now also display the core and the trigger * graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed * this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. e9a2cc985f20522d4125b0bb306b56ca5c76bd42 18 17 2024-07-06T15:21:33Z 23.deferred.impact 2 formatting lmao wikitext text/x-wiki == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. * projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage * improved, more appealing graphics that now also display the core and the trigger * graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed * this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 3e0ccaa5cae71d5c6155271720016c9bba7b0a85 35 18 2024-07-06T18:34:25Z IanisPeein 7 fixed indentation wikitext text/x-wiki == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. c9297c669ab33bbbe95d7008fbde79d4fcdf6cb9 File:Discordlogo.png 6 6 19 2024-07-06T15:22:43Z IanisPeein 7 discord logo png wikitext text/x-wiki == Summary == discord logo png 40c68f1901c8f63645e325085ca49bf1b0bda172 File:AIM 2nd banner.png 6 8 24 2024-07-06T15:37:56Z IanisPeein 7 another banner (higher res) wikitext text/x-wiki == Summary == another banner (higher res) f496d8b73df5352d37a792fc0cbce960ca07ec01 Abilities 0 9 25 2024-07-06T15:42:43Z 23.deferred.impact 2 abilities wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''. A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity, making it surprisingly effective. The projectile expires on any impact. Collides with walls. Weapon slot. == MASS IMPACT == For when the ball size is insufficient. A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Weapon slot. == ORDINARY RAIL == In this space, it's rail or be railed. A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Weapon slot. == UNSTABLECORE == A long-forgotten prototype. A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Weapon slot. == CAST DOUBT == Keep em guessin'. Keep em stressin'. A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DIE CAST == Official eviction notice, with violent consequences. A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DASH IT == I-frames not included. Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == THERE PORT == Blink and you'll miss it. Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room. Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == SPACE IS MINE == Subspace tripmine!? A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them. Weapon and utility slot. == FAIR PARRY == Why would you want a shield that's just a boring version of a parry! A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Utility slot. 8e7c0b79acb0e8f5f9e87375ea84836a982be3d8 31 25 2024-07-06T17:51:58Z IanisPeein 7 changed weapon blurb formatting wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity, making it surprisingly effective. The projectile expires on any impact. Collides with walls. Weapon slot. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Weapon slot. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Weapon slot. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Weapon slot. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room. Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them. Weapon and utility slot. == FAIR PARRY == > ''Why would you want a shield that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Utility slot. 427e55993c876e2384f80cf9f48d81927632d204 32 31 2024-07-06T17:55:48Z IanisPeein 7 added cooldown, separated strategy (can be edited) wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Weapon slot. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this moment in time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Weapon slot. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Weapon slot. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this moment in time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room. Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this moment in time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them. Weapon and utility slot. == FAIR PARRY == > ''Why would you want a shield that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Utility slot. 12313acd1d9071e0becb4132dfe8ff60d02e825c 33 32 2024-07-06T17:56:42Z IanisPeein 7 this moment in time -> this time wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Weapon slot. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Weapon slot. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Weapon slot. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies, who must guess your A'I_M and dodge accordingly. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies, who are well advised to get the fuck out. There are no restriction on the positioning of this area, and walls are ignored. Weapon and utility slot. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. A maximum range is in effect, restricting your teleports to relatively short jumps, barely enough to skip a room. Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Utility slot. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Collides with walls, bouncing off them. Weapon and utility slot. == FAIR PARRY == > ''Why would you want a shield that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Utility slot. c7cf66a10678aeac7c514c66856794d3c76f57c6 34 33 2024-07-06T18:29:51Z IanisPeein 7 wikitext text/x-wiki `This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 2d8eb46a8b68c1d0a7cc60e2b2a3940b499f2c9b 40 34 2024-07-06T18:40:48Z IanisPeein 7 wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 70e8297b60d8c9ca3372f3692ea330f2b30ed136 49 40 2024-07-06T21:13:59Z IanisPeein 7 added ref to gameplay clips wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. cf9e53212f0e2db9857cc667c0d2aaaf93d5f571 Talk:Main Page 1 10 38 2024-07-06T18:39:22Z IanisPeein 7 Created page with "Discussion" wikitext text/x-wiki Discussion 8fb937b602b4f2ef21c7fab00ac15de3b3ba49ea 39 38 2024-07-06T18:39:44Z IanisPeein 7 /* Suggestions */ new section wikitext text/x-wiki Discussion == Suggestions == suggest stuff idk db815eac89ea3661aaf5b314a7283f35ae963e15 Core Gameplay 0 11 42 2024-07-06T18:46:56Z IanisPeein 7 created wikitext text/x-wiki A'I_M is a game about prediction. The main gameplay gimmick is the after image, which lags behind player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. The map of walls the game is played in is randomly generated, and refreshes every 4 hours. af85a499fa95c2d84be3a1ed81bbe54eb000ba92 43 42 2024-07-06T18:47:32Z IanisPeein 7 wikitext text/x-wiki A'I_M is a game about prediction. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images. The map of walls the game is played in is randomly generated, and refreshes every 4 hours. c26e29601b0097dcbf18fe05ae166c69cbef938c 44 43 2024-07-06T18:50:10Z IanisPeein 7 added gameplay clips page wikitext text/x-wiki A'I_M is a game about prediction. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images. The map of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. 66c7003bd026b4528353a2a51a9dccd739baa724 Gameplay Clips 0 12 45 2024-07-06T18:50:53Z IanisPeein 7 Created page with "Clips of A'I_M Gameplay, curated by IanisPeein (mostly)." wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). 8beb67e1effe740321bf80b7bb251369a814555a 47 45 2024-07-06T18:54:22Z IanisPeein 7 added version grouping wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). == v5 (370719f) @ 02 July 2024 == == v4 (d1f048a) @ 30 June 2024 == == v3 (ad1dce6) @ 29 June 2024 == == v2 (ef435c4) @ 29 June 2024 == == v1 @ 28 June 2024 == 3c04fca0e194c965e3b4d68db5b8a2772e60f94c 48 47 2024-07-06T19:31:05Z IanisPeein 7 wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). YouTube channel link arriving shortly 7dbcd04cc3961c1baac637fb419237718dc160de 50 48 2024-07-06T23:16:04Z IanisPeein 7 adde yt link wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). YouTube Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg Newer clips will be added soon (YouTube only lets me upload 10 per day) 1cf8c1b848b9e4a80c2b1c7e3063b9fb1589fa9c MediaWiki:Common.css 8 13 51 2024-07-06T23:49:46Z IanisPeein 7 made with o banner image 100% css text/css /* CSS placed here will be applied to all skins */ .main_top_banner img { max-width: 100% } 5b8307ff426cdccaae140ecaf720b0e811e972ab 53 51 2024-07-06T23:51:11Z IanisPeein 7 css text/css /* CSS placed here will be applied to all skins */ .main_top_banner img { max-width: 100%; height: auto; width: auto; } ee34505a753af05181c63500068a66fbfb61e38d Main Page 0 2 54 52 2024-07-06T23:59:22Z IanisPeein 7 big wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 2d0b7deefff5d786db5e0e943f0f096724904563 55 54 2024-07-06T23:59:55Z IanisPeein 7 /* WELCOME TO A'I_M::WIKI */ wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' <br> <big>Youtube Channel:</big> [[File:YouTube full-color icon (2017).svg.png|75px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] <big>Discord Server:</big> [[File:Discordlogo.png|70px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] <br> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Made in Godot 4.2 == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. <small>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</small> ed7c1e11d78e83ede25c754d04b1bd6e2c694b96 56 55 2024-07-07T00:09:52Z IanisPeein 7 formatting wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' <small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small> '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. <small>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</small> 790b8ea5ffd6729cf5aec005c36b8ded2fd5e0fd 58 56 2024-07-07T00:31:01Z IanisPeein 7 formating wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' <small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small> '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == <small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. </small> <small>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</small> 578f112263ba9bcb5f5f122b0271f3100fbc0503 59 58 2024-07-07T00:31:20Z IanisPeein 7 forma wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' <small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small> '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == <small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. </small> <small>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</small> b19b05dc878ef1cccee66a28445fdb78382d55f5 60 59 2024-07-07T00:40:26Z IanisPeein 7 f wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' <small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small> '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == <small>This wiki describes the "long overdue overhead view high skill pew pew" game developed by deferred_impact and the FLAVORLESS_SOUP. Explore pages below to find the info you seek. </small> <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 3d9a14c87e74c1bf6e0f1734eccd414d221eef5b 72 60 2024-07-07T03:35:36Z 23.deferred.impact 2 official wiki, links wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' <small>In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere.</small> '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == <small>This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. </small> <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 6ba8d0fb1d2f5d6c6cdb9228466dd15791cf6fb2 84 72 2024-07-07T03:49:29Z IanisPeein 7 unsmalled wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> <br> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> f079a6ffb4285b4ee3188526bbdaf0761219312a 85 84 2024-07-07T03:50:01Z IanisPeein 7 f wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 6431fff551904710d1cdc91906d41280e55f1afe 87 85 2024-07-07T04:53:11Z 23.deferred.impact 2 made the game public on itch.io, might regret later wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- https://deferred-impact.itch.io/after-image-mayhem '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 1bc01b33b3aa80c52631a8d1b4934359e794a526 88 87 2024-07-07T12:36:40Z IanisPeein 7 donwload link wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 3d8229672dcf1dd2860f15e855e6434a0720dd20 89 88 2024-07-07T12:38:28Z IanisPeein 7 itc app wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Installation is recommended through the [[https://itch.io/app itch.io app]] to recieve automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 97f17eb18669ea0a403b73b340da6901b9acb7c4 90 89 2024-07-07T12:38:43Z IanisPeein 7 f wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> Installation is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> aa2d2df3607d2a585f78f215b233d91cac7ca016 91 90 2024-07-07T12:42:24Z IanisPeein 7 installation page wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big>[[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]]</big> 0d4f750b358409f352840aae0adab52a6a221322 97 91 2024-07-07T12:56:23Z IanisPeein 7 installation instructions wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to recieve automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> 76eb555681b594da06dbff15d61b95a64d148d5b 100 97 2024-07-07T15:12:44Z IanisPeein 7 speling wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> fa6f5cc6ccc05f58bf45ed11fc5ded52ff535238 101 100 2024-07-07T15:15:26Z IanisPeein 7 added itch desc wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. *certain rare exceptions are available. **exceptions are to be caught and rapidly liquidated. A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. e4b74e82603e7467a60548987b19c7d4f2833e18 102 101 2024-07-07T15:16:28Z IanisPeein 7 f wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. 6427d0dabcc447bc76f1e199cc4c52d4e186c500 103 102 2024-07-07T15:26:37Z IanisPeein 7 clips channel wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. 03f97b75e0822e1142bc230ef02476494ef255c1 Core Gameplay 0 11 57 44 2024-07-07T00:26:53Z IanisPeein 7 wording wikitext text/x-wiki A'I_M is a game about prediction. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' after images. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. 715f611cddf60c9f6f032e900ffc3ed8392e1387 68 57 2024-07-07T02:41:18Z Local Man 8 added strategies and stuff wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ===General Gameplay Tips=== * Lead your shots to account for the delay before your after image fires the projectile. * Generally avoid doorways if enemies are nearby, they're deathtraps. ** Teleportation is useful for bypassing them. ** Also if the doorway has a mine in it you probably shouldn't boost into it. * Don't try spamming multiple abilities in a row. It usually doesn't work. ** Even if, for instance, you have two fair parries equipped, there will be a delay, so they cannot be effectively staggered. * Don't try to camp. There are very few spots where you can effectively stay for any length of time and even if you do, chances are the enemy will use a cast to kill you. * Keep your eyes on where the ship is pointing, as it's important for aiming well and determining which direction to move. * At any time, you can stop moving in one direction, turn and move backwards. It might save you from a mine, a projectile, or serve to confuse your enemy. * Equipping at least one movement ability will usually improve your chances of survival by a lot. ** Teleporting is useful for attacking the enemy from unexpected angles or dodging. ** Dashing can accomplish the same thing. However, it trades the teleport's ability to phase through objects for enhanced turn speed. e4f5183d2ebd674a55fd44b2368294815eb1f9ae 69 68 2024-07-07T03:28:08Z 23.deferred.impact 2 dev posts gameplay tips for his game wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === Score formula is: * score = kills * (kills/(deaths+1)) This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 44addf171497c7abc6b82010e4d68bbb12fa7bdd 70 69 2024-07-07T03:28:48Z 23.deferred.impact 2 f wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === Score formula is: score = kills * (kills/(deaths+1)) This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 9f47e411ccfe14fe18ccac8e62f5b11ab2b399c4 71 70 2024-07-07T03:33:25Z IanisPeein 7 /* Scoring */clarification wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === Score formula is: score = kills * (kills/(deaths+1)) in the last 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 4be79fc9241dc4959761a8bf9cc3ceea8caa1506 73 71 2024-07-07T03:38:50Z IanisPeein 7 f wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 29ce9621da8039b9efbd943b24f057a6dd01fca0 77 73 2024-07-07T03:41:48Z IanisPeein 7 added pic example of score wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === [[File:Score example.webp|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 1f342bc80937bda2b3bd4dfee2a2b4b1b3db2131 78 77 2024-07-07T03:42:00Z IanisPeein 7 /* Cooldown stagger */ wikitext text/x-wiki A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === [[File:Score example.webp|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 711b0343e45a0029d98f0fe674998542cc6cc131 80 78 2024-07-07T03:45:52Z 23.deferred.impact 2 gameplay gif wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === [[File:Score example.webp|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 22398a21d7d56571114784942385a5b1ec9524dd 81 80 2024-07-07T03:46:44Z IanisPeein 7 speed is limited emphasis, bullet rearranging wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === [[File:Score example.webp|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 56d7a836dd8ec0f0e159350f0d25c6780beb932a 82 81 2024-07-07T03:47:46Z IanisPeein 7 added thumb to score example wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. === Scoring === [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 9e8e726fda6e2abc66cd355e6e32a98e9cecd83c 83 82 2024-07-07T03:48:33Z IanisPeein 7 /* Scoring */ wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 27dd59f30c567b74066bc81be971a9206fe12c55 Gameplay Clips 0 12 61 50 2024-07-07T00:49:13Z IanisPeein 7 discord inv wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). YouTube Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg Newer clips will be added soon (YouTube only lets me upload 10 per day) You can also join the Discord: https://discord.gg/mrDq7wQzmY 8ff6996748fa0004f1f3a32fcee3aa5e6229af1f File:Square.woff 6 14 62 2024-07-07T02:17:56Z 23.deferred.impact 2 by Wouter van Oortmerssen https://strlen.com/square/ Creative Commons Attribution 3.0 Unported license. wikitext text/x-wiki == Summary == by Wouter van Oortmerssen https://strlen.com/square/ Creative Commons Attribution 3.0 Unported license. d16db26c47aefa6e7d54b72e53a01959d13330e7 MediaWiki:Common.css 8 13 63 53 2024-07-07T02:23:10Z 23.deferred.impact 2 add font? css text/css /* CSS placed here will be applied to all skins */ @font-face { font-family: 'Square'; src: local('Square.woff'); } .main_top_banner img { max-width: 100%; height: auto; width: auto; } .h2 { font-family: "Square"; } 94ca7a280403d49e3369506bbf2fe51ed82cefc5 64 63 2024-07-07T02:27:44Z 23.deferred.impact 2 please work css text/css /* CSS placed here will be applied to all skins */ @font-face { font-family: 'Square'; /*guhh?? is this the right way?*/ src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff'); } .main_top_banner img { max-width: 100%; height: auto; width: auto; } .h2 { font-family: "Square"; } 8604da784407712256d4aa7646116491b84d1be6 65 64 2024-07-07T02:31:37Z 23.deferred.impact 2 lmao skill issue css text/css /* CSS placed here will be applied to all skins */ @font-face { font-family: 'Square'; /*guhh?? is this the right way?*/ src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff'); } .main_top_banner img { max-width: 100%; height: auto; width: auto; } h2 { font-family: "Square"; } 75c56ec479252dfb1b6d7db59964b9b7988b8e37 66 65 2024-07-07T02:33:56Z 23.deferred.impact 2 come on shithead css text/css /* CSS placed here will be applied to all skins */ @font-face { font-family: 'Square'; /*guhh?? is this the right way?*/ src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff'); } .main_top_banner img { max-width: 100%; height: auto; width: auto; } .mw-body-content h2 { font-family: "Square"; } d2133ff7d8b397aad235d0a4e15fc096ca31eee6 67 66 2024-07-07T02:34:54Z 23.deferred.impact 2 yes, yessss hahahaha css text/css /* CSS placed here will be applied to all skins */ @font-face { font-family: 'Square'; /*guhh?? is this the right way?*/ src: url('https://static.miraheze.org/aimwiki/8/86/Square.woff'); } .main_top_banner img { max-width: 100%; height: auto; width: auto; } .mw-body h1, .mw-body-content h1, .mw-body-content h2 { font-family: "Square"; } 754a61bca1d6fc6f1cf0480da885acb33527457f File:Score example.webp 6 15 74 2024-07-07T03:39:54Z IanisPeein 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 User:23.deferred.impact 2 16 75 2024-07-07T03:40:11Z 23.deferred.impact 2 hi wikitext text/x-wiki == ALL VIDEOGAMES SUCK == Except the ones i make. (Or so i tell myself.) Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think. And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course. Do you make videogames? No? Why? Go make one. It's not '''that''' hard. I still owe Miraheze $5/mo. I'll set up the recurrent donation later. c4c6c2efe7e12cb33d144a37051d6d22327dcda4 76 75 2024-07-07T03:41:12Z 23.deferred.impact 2 link wikitext text/x-wiki == ALL VIDEOGAMES SUCK == [https://defer.games FLAVORLESS_SOUP] Except the ones i make. (Or so i tell myself.) Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think. And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course. Do you make videogames? No? Why? Go make one. It's not '''that''' hard. I still owe Miraheze $5/mo. I'll set up the recurrent donation later. 72c7028fc68fb82114ae40083bd5b10a1ed03194 86 76 2024-07-07T04:50:36Z 23.deferred.impact 2 move link wikitext text/x-wiki [https://defer.games FLAVORLESS_SOUP] == ALL VIDEOGAMES SUCK == Except the ones i make. (Or so i tell myself.) Despite my hatred towards all videogames, throughout my life i could never reject the feeling that videogames are a good concept, merely poorly executed. So i kept playing the games i hated, and i kept complaining, and i kept thinking how they could be improved. It seems, a person who thinks all the time, learns to think. And so now i create my own videogames, which, while rather crusty and unfinished, are well-made projects offering unique, enjoyable and '''fair''' gameplay. For free, of course. Do you make videogames? No? Why? Go make one. It's not '''that''' hard. I still owe Miraheze $5/mo. I'll set up the recurrent donation later. b926ae98c9ded2fcf785f98be6d464da385db782 File:Ai m v5 clip1.gif 6 17 79 2024-07-07T03:44:48Z 23.deferred.impact 2 wikitext text/x-wiki one of the many times i railed HONORABLE_NOTABLE 92f3ef8fc30bd0cb377d040354e561fdb5de1d50 Installation Instructions 0 18 92 2024-07-07T12:43:22Z IanisPeein 7 created wikitext text/x-wiki Installation Instructions taken from the itch page: I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! bb47a173511ee3199a4b24ba1b1ca4621abc7fde 93 92 2024-07-07T12:47:39Z IanisPeein 7 to install wikitext text/x-wiki Installation Instructions taken from the itch page: I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! ===To Install=== 1. Download the [https://itch.io/app itch.io app] 2. Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app 3. Download the correct game version for your operating system 4. Click "Launch" and play the game! If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY 38dc52418e586b0a033aee8f56f295467f458a9f 94 93 2024-07-07T12:48:31Z IanisPeein 7 f wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! ===To Install=== # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY 4bdeae61cbbc5c755b882bb7b63e12073048fd25 96 94 2024-07-07T12:55:28Z IanisPeein 7 added pic wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! ===To Install=== <span>[[File:Itch app.png|thumb|right|300px|Itch.io app with A'I_M running]]</span> # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY 5101151f108078564bfcfd5411c706c9cffd3f61 File:Itch app.png 6 19 95 2024-07-07T12:49:52Z IanisPeein 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 Abilities 0 9 98 49 2024-07-07T14:12:43Z IanisPeein 7 /* MASS IMPACT */typo wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile itself is small, but has a sizeable trigger radius. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. f6ff110ffbcb0b58dfc3f78c9fe66cd0ac343ca1 99 98 2024-07-07T14:13:50Z IanisPeein 7 /* MASS IMPACT */rephrase wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Maintains player velocity. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Maintains player velocity. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 7be913d7eaeb295632808fdbd84fa2d9bba04c27 Main Page 0 2 104 103 2024-07-07T15:34:01Z IanisPeein 7 wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. 2bf402d2184a6c3e7935f7dced780d42d9d402c2 110 104 2024-07-08T01:21:00Z IanisPeein 7 hrasing wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM 2nd banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. e4db6dae7bedfe7154451aff4ea1d99a7b6fde53 114 110 2024-07-08T15:28:24Z IanisPeein 7 new banner wikitext text/x-wiki <div class="main_top_banner"> [[File:V6 banner.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. c3e0f3091614e8017616bd3d85fd736db3ca8fff 140 114 2024-07-24T01:17:06Z IanisPeein 7 new banner (maybe will change) wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. <big> [[Installation Instructions]] [[Changelog]] [[Core Gameplay]] [[Abilities]] [[Gameplay Clips]] </big> ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. 2a4658f33109159dc9be7a55c760b2b66b5d7fde 148 140 2024-07-25T20:57:01Z IanisPeein 7 headings for pages wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. =====[[Installation Instructions]]===== =====[[Changelog]]===== =====[[Core Gameplay]]===== =====[[Abilities]]===== =====[[Gameplay Clips]]===== ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. fb66cbac72af3567e46938621bf2c05192a62db7 151 148 2024-08-01T15:49:06Z IanisPeein 7 lore!!!!!! wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Windows, Linux and Mac*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. =====[[Installation Instructions]]===== =====[[Changelog]]===== =====[[Core Gameplay]]===== =====[[Abilities]]===== =====[[Gameplay Clips]]===== =====[[Lore]]===== ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. fc9fb96c2193615f5be0da9cea7f9d0a15ee2a82 User:IanisPeein 2 20 105 2024-07-07T15:52:22Z IanisPeein 7 Created page with "hewo" wikitext text/x-wiki hewo d21d781ee9d32e2f70e9b448e6e71cb4c998a974 Changelog 0 5 106 35 2024-07-07T21:37:38Z IanisPeein 7 added v6 wikitext text/x-wiki == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 0cb07d60fcfa416494f1eae100dd494c258409e0 108 106 2024-07-07T22:40:20Z IanisPeein 7 6.1 wikitext text/x-wiki ==v6.1 :: FUCK_THESE_MINES_DUDE (f234706)== * we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon. * incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct. == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 24df94e3144d9c27adcff326ebfe3c56b6e5e66d 109 108 2024-07-07T23:05:02Z 23.deferred.impact 2 date may be wrong depending on your belief in timezones wikitext text/x-wiki == v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 == * we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon. * incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct. == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 478b16db7ed02da6aed81005deb5068984c5808e 128 109 2024-07-21T22:12:31Z IanisPeein 7 v7 phew wikitext text/x-wiki == AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 == (this was a mistake. this was an awesome mistake!) this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier. * player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.''' * kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer) * '''CAST weapons rework!''' ** CAST DOUBT is now installable in the utility slot. ** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown. ** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈 ** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.''' * '''PARRY(ies) rework!''' ** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but, ** '''PARRY windows have been greatly extended,''' making it much easier to parry hits. ** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa- ** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more! * '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k> ** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle? ** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder? ** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!''' ** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!''' ** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!''' ** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly. ** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!''' * '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.''' ** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!''' ** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined, ** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true! ** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well. ** additional bonuses are planned. * multiple hits within a single frame will no longer count as multiple kills. each ship may only die once. * boring rebalancing ** ORDINARY RAIL *** cooldown 3 -> 5 ** STRAIGHT IMPACT *** cooldown 2 -> 3 *** launch velocity 12 -> 20 ** MASS IMPACT *** cooldown 2 -> 3 *** launch velocity 7 -> 14 ** UNSTABLECORE *** cooldown 3 -> 5 *** lifetime 3 -> 7 ** THERE PORT *** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally. * player names are now centered and smaller. * '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune. * mine limit has been fixed, ensuring once again at most 8 mines per launcher. * IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed. * true image display was replaced by a more... conceptual graphic. == v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 == * we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon. * incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct. == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 8b1b5301caf1bea2815ac0c60ac13198cc3050f7 138 128 2024-07-23T00:29:34Z IanisPeein 7 v7.1 wikitext text/x-wiki == AFTER'IMAGE_MAYHEM v7.1 :: WE_MAKE_MISTAKES (ebb3cd4) @ 22 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * flipped the color palette on request from players. now the background is cyan and the obstacles are orange **experimental: half-transparent background results in blurry trails. they look cool, but might be vomit inducing. still undecided. *long text in ability selection UI no longer stretches it *+PROXY radius increased 3 -> 5 *+PROXY now remembers projectiles for 5 seconds, making it much easier to get the bonus *LOOK A WAVE is temporarily binned as the broken hitreg remains a mystery. like all the best bugs it only happens on the remote server, making it fucking impossible to debug. *all parries now have a 0.75s+0.25s parry window *RABID BARE RAGE rework **now takes 6 hits to kill. because it is funnier. **each complete miss will decrease the hitcounter for all enemies. **the aiming zone is now recreated each time the barrage is triggered. **barrage starts with afterimage delay. this may seem like a nerf, but will in fact simplify aiming. *'''AfterImage delay is now 0.5s''' == AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 == (this was a mistake. this was an awesome mistake!) this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier. * player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.''' * kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer) * '''CAST weapons rework!''' ** CAST DOUBT is now installable in the utility slot. ** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown. ** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈 ** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.''' * '''PARRY(ies) rework!''' ** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but, ** '''PARRY windows have been greatly extended,''' making it much easier to parry hits. ** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa- ** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more! * '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k> ** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle? ** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder? ** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!''' ** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!''' ** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!''' ** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly. ** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!''' * '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.''' ** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!''' ** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined, ** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true! ** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well. ** additional bonuses are planned. * multiple hits within a single frame will no longer count as multiple kills. each ship may only die once. * boring rebalancing ** ORDINARY RAIL *** cooldown 3 -> 5 ** STRAIGHT IMPACT *** cooldown 2 -> 3 *** launch velocity 12 -> 20 ** MASS IMPACT *** cooldown 2 -> 3 *** launch velocity 7 -> 14 ** UNSTABLECORE *** cooldown 3 -> 5 *** lifetime 3 -> 7 ** THERE PORT *** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally. * player names are now centered and smaller. * '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune. * mine limit has been fixed, ensuring once again at most 8 mines per launcher. * IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed. * true image display was replaced by a more... conceptual graphic. == v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 == * we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon. * incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct. == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 0797b9dda83218fb2d41ed3449a0871895e7c4c5 154 138 2024-08-06T23:02:25Z IanisPeein 7 7.2 wikitext text/x-wiki == AFTER'IMAGE_MAYHEM v7.2 :: WE_FIX_MISTAKES (918988f) == changelogs, changelogs! they're for listing updates, right? well i'd like to steal this opportunity to highlight the fact that i FUCKING HATE discord, and after they locked my account for 6 hours for TRYING TO FRIEND SOMEONE and FORCED ME to give them my phone number, i've removed my payment method and plan to switch away to another chat application. and you should switch too. additionally, if you are an owner of a discord server, heed my advice: transfer ownership to a newly created account of yours, which has 2FA enabled and solely exists for owning your server. thanks for coming to my TEDx talk. this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. *ship explosions have been improved and now appear at the AfterImage, which makes much more sense. this however is not final, i have better ideas for these effects. *CAST abilities are now harder to avoid. *ROYAL abilities have been doublesized and are now absolutely '''massive'''. sucking and blowing opponents should now be much easier and more reliable, allowing for more trickshots *on hit camera effect has been added, pretty much exactly the same as in ian's vid. '''hits now feel powerful and rewarding.''' player sees camera zoom on hit -> neuron activation *ship collision sparks are now more... '''informative.''' *RABID BARE RAGE improvements: **'''now triggers +PROXY''', nerfing it heavily. all those bulletspam misses? they'll cost you greatly, buddy. **now misses in 3 dimensions **previously would only fall as low as 1:9, now it falls all the way to 0:9 **hits no longer dissipate on each miss. instead, when the volley ends, 3 hits are lost. this eliminates the bias towards hitting enemies at the end of the volley, which would previously give you an advantage and practically guarantee the next volley will eliminate the target. (this change might be OP though, and the weapon might need to be nerfed soon. playtests will tell.) *LOOK A WAVE remains broken and unavailable as the hitreg issue is still impossible to reproduce on local. == AFTER'IMAGE_MAYHEM v7.1 :: WE_MAKE_MISTAKES (ebb3cd4) @ 22 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * flipped the color palette on request from players. now the background is cyan and the obstacles are orange **experimental: half-transparent background results in blurry trails. they look cool, but might be vomit inducing. still undecided. *long text in ability selection UI no longer stretches it *+PROXY radius increased 3 -> 5 *+PROXY now remembers projectiles for 5 seconds, making it much easier to get the bonus *LOOK A WAVE is temporarily binned as the broken hitreg remains a mystery. like all the best bugs it only happens on the remote server, making it fucking impossible to debug. *all parries now have a 0.75s+0.25s parry window *RABID BARE RAGE rework **now takes 6 hits to kill. because it is funnier. **each complete miss will decrease the hitcounter for all enemies. **the aiming zone is now recreated each time the barrage is triggered. **barrage starts with afterimage delay. this may seem like a nerf, but will in fact simplify aiming. *'''AfterImage delay is now 0.5s''' == AFTER'IMAGE_MAYHEM v7 :: ULTRA_SKILL_HELLFIRE_MACHINES (deb4a9f) @ 21 July 2024 == (this was a mistake. this was an awesome mistake!) this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * DIRECT IMPACT is now STRAIGHT IMPACT because it's funnier. * player list is now sorted by score. '''show them all, reach the top, standing tall, you the G O A T.''' * kill notifications are now much easier to read and render on top of the logo. (they always rendered on top of the logo, lmao. what having no background does to a mfer) * '''CAST weapons rework!''' ** CAST DOUBT is now installable in the utility slot. ** CAST DOUBT has been heavily reworked! it now has the same size as DIE CAST, but the advantage of not being visible, and the disadvantage of a longer windup and cooldown. ** '''both CAST weapons take a MUCH LONGER time to cooldown, and to activate. shouldn't be too hard to dodge...''' 😈 ** '''both CAST DOUBT and DIE CAST now autolock to the nearest player and follow them slowly. this addresses the "CAST as melee" abuse and makes CASTs fit better with the original vision.''' * '''PARRY(ies) rework!''' ** '''all PARRY abilities now operate with normal AfterImage delay.''' probably best to change this early, before people get too used for current parries. yes, that does mean all your practice so far is invalidated. but, ** '''PARRY windows have been greatly extended,''' making it much easier to parry hits. ** furthermore, '''PARRY abilities now prolong their parry window if a successful parry is registered.''' a certain new ability might benefit from this a damn lot... and in general, this will allow you to counter minespam and bulletspam. wait, '''bulletspam?!''' what bulletspa- ** '''PARRY no longer suffers from cooldown stagger.''' parry! parry more! * '''new weapons (they <code>don't</code> do the same shit)''' <https://www.youtube.com/watch?v=El0FGcAzc1k> ** you want an offensive cast? fucking take it. '''CLIP CLAP!''' offers you the RAIL-like aiming context. why be a line if you can be a circle? ** repositions, trickshots, combos. it was a terrible battle royale game ripping off another battle royale game, but it had some great ideas. welcome '''ROYAL SUCK!''' and '''ROYAL BLOW!''', two utilities that i hopefully don't need to explain. which one will you prefer, i wonder? ** a unique bossfight utility from a faraway evershifting weapons-themed castle with a time-rewriting artifact. can it even be dodged?! a certain tank enthusiast may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL CHANT, THEIR A'I_M PURE AND TRUE ]]</nowiki> - behold, '''LOOK A WAVE!''' ** parrying is hard. unless you are an angel. a certain enjoyer of ricochets and backstabs may be rather interested. <nowiki>[[ HEAR THE ANGELS OF HELL LAUGH, THEY FEEL NO REGRETS FOR WHAT THEY DID TO A'I_M ]]</nowiki> - behold, '''PARRY ANGEL!''' ** owo what's this? wait. a bulletspam weapon?! wait wait wait wait... no no no no NO NO NO NO N- '''RABID BARE RAGE!''' ** this is an experiment. can a bulletspam weapon be skillful, fun and fair? i think there is a way, but i could be wrong. don't get too attached to this thing; if it turns out i am wrong, it is getting nuked, instantly. ** bad weather today. it's spraying all over the place. what a terrible day for RAIL... i hope you brought your umbrella. a certain bike enthusiast may be interested. but, will you be able to figure out how to use this? do not worry. counter the spam... '''RAILSTORM!''' * '''MANKIND IS ???. FUN IS FUEL. VECTORSPACE IS FULL.''' ** '''not all kills are made equal. show us your true style, daemon witch of A'I_M!''' ** with this change we deviate further from using kills and deaths in scoring. instead, from now on each kill and death is multiplied by a certain amount, depending on how stylish the kill was. the multiplier is computed additively. all hits start with +1 base mult, and then add extra mult depending on context. for now two bonuses are defined, ** '''+ PARRIED''' is offered for a short duration after a shot is parried. may your parries be pure and true! ** '''+ PROXY''' is offered depending on the number of projectiles nearby. this ironically only counters minespam for now, though in future i will make it counter bulletspam as well. ** additional bonuses are planned. * multiple hits within a single frame will no longer count as multiple kills. each ship may only die once. * boring rebalancing ** ORDINARY RAIL *** cooldown 3 -> 5 ** STRAIGHT IMPACT *** cooldown 2 -> 3 *** launch velocity 12 -> 20 ** MASS IMPACT *** cooldown 2 -> 3 *** launch velocity 7 -> 14 ** UNSTABLECORE *** cooldown 3 -> 5 *** lifetime 3 -> 7 ** THERE PORT *** '''cooldown 3 -> 10.''' yes this is drastic, but currently this ability lets you completely ignore walls, which is a bit silly. even with such a long cooldown it will remain a top pick. use it situationally. * player names are now centered and smaller. * '''cooldown stagger rework!''' from now on all affected abilities get 1s of cooldown, no matter what. PARRY abilities are, as previously mentioned, immune. * mine limit has been fixed, ensuring once again at most 8 mines per launcher. * IMPACT abilities no longer can hit in point blank range. this is especially strong for mines, where it takes them 3 seconds to activate after being placed. * true image display was replaced by a more... conceptual graphic. == v6.1 :: FUCK_THESE_MINES_DUDE (f234706) @ 07 July 2024 == * we've discovered that the SPACE IS MINE was not correctly implemented and was breaching the A'I_M vision. this issue has now been addressed, with the MINE operating like any other IMPACT weapon. * incorrect metrics format was crashing the autorestart wrapper (fucking lmao), the format is now correct. == v6 :: PUBLIC_PARTIAL_CLASS (7060b82) @ 07 July 2024== this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * first update since the game went public on itch.io (yesterday) * prettier ship booster exhaust * player hitbox is now represented by a thin circle * fullscreen can now be toggled using F11 key. * better ability cooldown display which takes up less screen space yet is much easier to read in peripheral vision * ORDINARY RAIL now once again leaves a trail * CAST weapons now follow the after image, making them much more interesting and fun to use (and fight against!) and also deadlier * vertical arena boundaries have been fixed * server autorestart on crash! metrics! remember the FOCAL+BLAST activity spectrum? * kill notifications. know who railed who, in great detail! * large display of ships. these ships look really cool! look at them!!!1 == v5 (370719f) @ 02 July 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * heading indicator as seen in stug.io, is now in this game as well. * teleport was nerfed, limiting it to a reasonable but somewhat short distance. this also serves to prevent people going offscreen and inadvertedly running from battle when using the teleport, and adds a certain amount of skill to using it. * FPS and ping display. not 100% sure the ping calculation is correct though, might have to adjust... but a good starting point, yeah? * game no longer lets you respawn before your loadout is loaded, which should hopefully prevent people from spawning with the default loadout just after opening the game. * status effects upgrade * spawn invulnerability didn't work for some reason, but surely now it will work :clueless: * you are now stunned (unable to fire) exactly as long as you are spawn invulnerable * while we're here, let's upgrade the FAIR PARRY visuals to be more obvious, yes? * a much more appealing, interesting, and hopefully less eye-straining background is rendered. WELCOME TO THE AIM_VECTORSPACE_NEBULA * DIE CAST has been rebalanced to better fit its intended purpose and to have something to offer over CAST DOUBT. it now takes 3 whole seconds to activate, meaning it can actually be actively dodged... but it is twice as big, making it a powerful zoning tool. the cooldown was also increased to match the new cast delay. * behavior that ensures the camera always remains inside the arena has been updated, and now the camera can reach every corner of the arena. this also lets you spawn anywhere in the arena. * the war machines are now rendered in their full glory. gaze upon them in awe while they still allow you to live. == v4 (d1f048a) @ 30 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * improved graphics for RAIL and CAST weapons. * afterimage no longer lingers at the origin upon spawning * weapon previews no longer persist if the ship dies while preparing to fire * ships are now invulnerable for a second after spawning * you are no longer allowed to leave the boundaries of this arena * score is now tracked. f = kills(10m) * kdr(10m) == v3 (ad1dce6) @ 29 June 2024 == this update changes the network schema and/or updates client-side behavior. you are [strongly advised] to update your game. consider installing the game through the itch.io app to get automatic updates. * projectiles greatly improved. :* projectiles have been split into core and trigger, with the former doing the collisions and the latter doing the actual damage :* improved, more appealing graphics that now also display the core and the trigger :* graphics differ slightly based on projectile type * landmines no longer explode on walls * physics interpolation for projectiles is now more smooth * player names are now displayed :* this inherently makes it trivial to implement a player list, which has also been added. * map loading has been slightly changed to sync in a more correct way, which makes it more reliable and results in faster map * loading * boosting is now rendered. == v2 (ef435c4) @ 29 June 2024 == * ORDINARY RAIL and both CAST weapons have been reworked into a more sensible implementation and now register collisions. (i still maintain my point that it was complete bullshit that the engine behaved differently on different machines, though.) == v1 @ 28 June 2024 == First playable version released. 1d5785da85a2d527b81dd1259dcd22d72158ccff Abilities 0 9 107 99 2024-07-07T21:38:58Z IanisPeein 7 v6 wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong weapon. Best used around walls, since the railgun ignores them. Predicting your enemy's movement is key. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with another weapon. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled movement. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 5534928885c88dcafd18126d8146cf976d33d7bb 117 107 2024-07-11T02:19:04Z Local Man 8 added more strategies and stuff wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy could get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by mass impact and unstablecore at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 9860c3e7d38f931a03d0a67c52335c8ba6189ce5 118 117 2024-07-11T02:36:49Z IanisPeein 7 /* Strategy */f wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLE CORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. f846e5106e5ac071e23b8e7ed8b1a04576e60d4e 119 118 2024-07-11T02:37:09Z IanisPeein 7 /* Strategy */ wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. a4cf273b934a6ee09c33159c244c48f2161f5660 120 119 2024-07-11T02:38:12Z IanisPeein 7 /* Strategy */f and content wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ordinary rail or mass impact, or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. dc78100909439928fc6eea5ae9ce982a0bd74fde 121 120 2024-07-11T02:38:52Z IanisPeein 7 /* Strategy */f and adjustment wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions of the minelayer and already placed mines alike. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. d3c485922bd4973541fb4fcbfea90046994dbbf1 122 121 2024-07-11T02:39:46Z IanisPeein 7 /* Strategy */content slightly wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include Mine TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 90dbcd6a8b75e52513005414e42dc7a428f5cf20 123 122 2024-07-11T02:40:24Z IanisPeein 7 /* Strategy */rip mine tp wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the delay is shorter than the after image delay. 51ce0641ebef885eeb8b9aa7adbba59d6fcebe7d 124 123 2024-07-11T02:40:46Z IanisPeein 7 /* Strategy */ wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == DIRECT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 2s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 3s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 3s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 3s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. 19a4b5291b39545bf7131cb6975a65278daed6a5 130 124 2024-07-21T22:26:00Z IanisPeein 7 added new weapons (utils soon) wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === placeholder == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === placeholder == RABID BARE RAGE == > ''RABID BARE RAGE'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === placeholder == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 3s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. 5af2c40546cf2a409eadb579a0667e857f5c8661 131 130 2024-07-21T22:34:28Z IanisPeein 7 new utils (v7) wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === placeholder == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === placeholder == RABID BARE RAGE == > ''RABID BARE RAGE'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === placeholder == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 5s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. == ROYAL BLOW == > ''ROYAL BLOW'' Immediately spawns a circle on the map that pushes away enemies. Cooldown: 5s Utiity slot. === Strategy === placeholder == ROYAL SUCK == > ''ROYAL SUCK '' Immediately spawns a circle on the map that pulls in enemies. Cooldown: 5s Utiity slot. === Strategy === placeholder == PARRY ANGEL == > ''PARRY ANGEL'' At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles. Cooldown: 5s Utiity slot. === Strategy === placeholder == RAILSTORM == > ''RAILSTORM'' At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing. Cooldown: 5s Utiity slot. === Strategy === placeholder 23d1c1d203a36b84091583acde19afa9cbabbc8c 134 131 2024-07-22T00:36:28Z IanisPeein 7 briedf strategy sections wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges. == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === Strong due to its wide area cover, but only effective at long distances when its radius increases. == RABID BARE RAGE == > ''RABID BARE RAGE'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 5s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. == ROYAL BLOW == > ''ROYAL BLOW'' Immediately spawns a circle on the map that pushes away enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into difficult situations or prevent a close range encounter. == ROYAL SUCK == > ''ROYAL SUCK '' Immediately spawns a circle on the map that pulls in enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into/away from certain positions or to force close combat. == PARRY ANGEL == > ''PARRY ANGEL'' At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want. == RAILSTORM == > ''RAILSTORM'' At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons. 66e92fc1e1329da1358375079a05038f2eed8994 135 134 2024-07-22T12:37:59Z 23.deferred.impact 2 added taglines to some of the weapons. others will probably be nuked wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges. == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === Strong due to its wide area cover, but only effective at long distances when its radius increases. == RABID BARE RAGE == > ''Sudden outburst of fury.'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen 400ms in the future. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Cooldown: 5s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. == ROYAL BLOW == > ''All they really need is a little push.'' Immediately spawns a circle on the map that pushes away enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into difficult situations or prevent a close range encounter. == ROYAL SUCK == > ''Really brings people together.'' Immediately spawns a circle on the map that pulls in enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into/away from certain positions or to force close combat. == PARRY ANGEL == > ''PARRY ANGEL'' At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want. == RAILSTORM == > ''What a terrible day for rain...'' At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons. 45f484d6d93c59c6262df40431393bc6af8bc704 137 135 2024-07-22T23:54:51Z IanisPeein 7 increase dur after parry wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the afterimage timeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated at this time in the afterimage timeline. This region is not visible to enemies. There are no restrictions on the positioning of CAST DOUBT, and walls are ignored. Follows movement of after image. Cooldown: 2s Weapon slot. === Strategy === Somewhat difficult to use in close combat, as the cast circle maintains player (true image) velocity . Best used around walls, and standing still can be effective if the enemy is not using ORDINARY RAIL or another CAST weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 3 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. Follows movement of after image. Cooldown: 3s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or a movement ability to change its position. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the afterimage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges. == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the afterimage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === Strong due to its wide area cover, but only effective at long distances when its radius increases. == RABID BARE RAGE == > ''Sudden outburst of fury.'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The after image naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The after image naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen at this time in the afterimage timeline. The invulnerability bubble lasts 250ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Successful parries increase the parry duration slightly. Cooldown: 5s Utility slot. === Strategy === Useful to block attacks that you cannot dodge, since the activation delay is shorter than the after image delay. == ROYAL BLOW == > ''All they really need is a little push.'' Immediately spawns a circle on the map that pushes away enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into difficult situations or prevent a close range encounter. == ROYAL SUCK == > ''Really brings people together.'' Immediately spawns a circle on the map that pulls in enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into/away from certain positions or to force close combat. == PARRY ANGEL == > ''PARRY ANGEL'' At this time in the afterimage timeline, spawns wings on either side of the ship that block projectiles. Successful parries increase the parry duration slightly. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want. == RAILSTORM == > ''What a terrible day for rain...'' At this time in the afterimage timeline, spawns a shield covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing. Successful parries increase the parry duration slightly. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons. 984e5d3c80abeced9ea1110f8dd9702bbb099e2f 147 137 2024-07-25T15:48:56Z IanisPeein 7 updated numbers and old descriptions for reworks wikitext text/x-wiki This page describes all abilities that you can install on your space fighter jet in A'I_M. To see usage of these abilities in real gameplay, see [[Gameplay Clips]]. == STRAIGHT IMPACT == > ''Simple, direct, straightforward. Some may call it boring, others may call it ''mayhem''.'' A single projectile is queued to be fired at this time in the AfterImage timeline. The projectile is relatively small, but has a high muzzle velocity. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Surprisigly effective, due to high velocity. Best used in open areas at midrange. == MASS IMPACT == > ''For when the ball size is insufficient.'' A single projectile is queued to be fired at this time in the AfterImage timeline. The projectile is medium sized, larger than DIRECT IMPACT but smaller than UNSTABLE CORE. The projectile expires on any impact. Collides with walls. Cooldown: 3s Weapon slot. === Strategy === Smaller than DIRECT IMPACT, but just as good if not better. More useful if you have bad aim or are fighting at closer range. == ORDINARY RAIL == > ''In this space, it's rail or be railed.'' A railgun blast is queued to be fired at this time in the AfterImagetimeline. This fires a long hyperaccelerated rod in the specified direction, piercing through walls and jets alike. Range is limited. Cooldown: 5s Weapon slot. === Strategy === Very strong long range weapon that ignores walls and instantly hits the target. Predicting your enemy's movement is key. Best used around doorways or areas with numerous corners where the enemy can get stuck. Counterable by moving evasively and remaining in open areas, or using a movement ability in a more cramped area. Outclassed by MASS IMPACT and UNSTABLECORE at close range. == UNSTABLECORE == > ''A long-forgotten prototype.'' A single projectile is queued to be fired at this time in the AfterImagetimeline. The projectile is a large bomb with a notable trigger radius. The projectile expires on any impact. Collides with walls. Maintains player velocity and nothing else. Cooldown: 5s Weapon slot. === Strategy === The downside of course, is the complete lack of muzzle velocity. To use this weapon effectively, you will have to learn the concept of dive bombing. You are the delivery platform; accelerate your ship and use your inertia to propel the bomb in the preferred direction. Strong in close quarters, especially against rushing enemies and/or mine users. Make sure your UNSTABLECORE doesn't hit a wall after spawning. == CAST DOUBT == > ''Keep em guessin'. Keep em stressin'.'' A circular region is queued to be annihilated in 6 seconds. This region is not visible to enemies. CAST DOUBT targets the nearest player and inherits their velocity at ability activation. Cooldown: 8s Weapon slot. === Strategy === Effective against stationary targets in cramped areas. Best used in combination with another offensive weapon. == DIE CAST == > ''Official eviction notice, with violent consequences.'' A large circular region is queued to be annihilated in 4 seconds. This region is visible to enemies. There are no restrictions on the positioning of DIE CAST, and walls are ignored. DIE CAST targets the nearest player and inherits their velocity at ability activation. Cooldown: 6s Weapon and utility slot. === Strategy === Very effective and versatile zoning tool, best used in combination with ORDINARY RAIL or another offensive ability, as it restricts the enemy movement. == SPACE IS MINE == > ''Subspace tripmine!?'' A single projectile is queued to be fired at this time in the afterimage timeline. The projectile is a large proximity mine with a notable trigger radius. Landmines automatically decelerate themselves to match the environment. Bounces off walls. Weapon and utility slot. Number of mines is limited. Mines activate 3 seconds after being placed (4 seconds after the ability activation). Each slot with SPACE IS MINE equipped increases the mine cap by 8. Cooldown: 1s Weapon and utility slot. === Strategy === Very strong at close range and for area control. Counterable by THERE PORT and skilled evasions/keeping distance. == CLIP CLAP == > ''CLIP CLAP'' Spawns a small, stationary circle on the map, which explodes at this time in the AfterImage timeline. The preview circle is not visible to enemies. Ignores walls. Cooldown: 3s Weapon slot. === Strategy === Strong at locking down corridors when enemy movement is predictable, but more difficult to use at close ranges. == LOOK A WAVE == > ''LOOK A WAVE'' Spawns a small circle on the map, which, at this time in the AfterImage timeline, moves forward and grows in size, dmaging enemies on contact. Ignores walls. Cooldown: 5s Weapon and utility slot. === Strategy === Strong due to its wide area cover, but only effective at long distances when its radius increases. == RABID BARE RAGE == > ''Sudden outburst of fury.'' Immediately shoots a volley of bullets (3 bursts with 3 bullets in each burst). The bullets have a slight spread. 7 hits are required to kill an enemy. Goes through walls. Cooldown: 4s Weapon slot. === Strategy === Strong at covering a large area, or if you have bad aim. Can be difficult to aim when quickly changing directions. == THERE PORT == > ''Blink and you'll miss it.'' Your true image is instantly teleported to the A'I_M::ING reticle. The AfterImage naturally follows. Teleports are range limited. Cooldown: 10s Utility slot. === Strategy === Like any teleport in any other reality, this can be used to avoid harm and to deliver harm. Due to its limited range, teleports are usually limited to one room away. Notable strategies include CAST TP. == DASH IT == > ''I-frames not included.'' Your true image is instantly propelled towards the A'I_M::ING reticle. The AfterImage naturally follows. Cooldown: 3s Utility slot. === Strategy === Like any dash in any other reality, this can be used to avoid harm and to deliver harm. Useful for quickly changing directions. == FAIR PARRY == > ''Why would you want a shield, that's just a boring version of a parry!'' A brief invulnerability is queued to happen at this time in the AfterImage timeline. The invulnerability bubble lasts 750ms and prevents all enemy damage. Enemy weapons are removed as if they had killed the player. Successful parries increase the parry duration slightly. Cooldown: 5s Utility slot. === Strategy === Useful to block attacks that you cannot dodge in time, if you can predict when the enemy will fire. == ROYAL BLOW == > ''All they really need is a little push.'' Immediately spawns a circle on the map that pushes away enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into difficult situations or prevent a close range encounter. == ROYAL SUCK == > ''Really brings people together.'' Immediately spawns a circle on the map that pulls in enemies. Cooldown: 5s Utiity slot. === Strategy === Utility, to move enemies into/away from certain positions or to force close combat. == PARRY ANGEL == > ''PARRY ANGEL'' At this time in the AfterImage timeline, spawns wings on either side of the ship that block projectiles for 750ms. Successful parries increase the parry duration slightly. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, use the ability before enemies are about to attack. Make sure the wings are pointed in the direction you want. == RAILSTORM == > ''What a terrible day for rain...'' At this time in the AfterImage timeline, spawns a shield (lasting 750ms) covering the front section of the ship that convert incoming projectiles into RAILs that shoot in the direction the ship is pointing. Successful parries increase the parry duration slightly. Cooldown: 5s Utiity slot. === Strategy === Similar to FAIR PARRY, make sure that you use the ability before the enemy is about to attack. The abaility over covers the front section of your ship, so make sure you're pointing in the right direction. Strong against bulletspam weapons. 03a4fd28baa564486f6226be23296d6ee1b0a219 Gameplay Clips 0 12 111 61 2024-07-08T01:26:34Z IanisPeein 7 wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). YouTube Clips Channel Link: https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg You can also join the Discord: https://discord.gg/mrDq7wQzmY c45905be8d2a153f218dda65507fe67cff3abcb6 127 111 2024-07-13T01:58:22Z IanisPeein 7 aim clips proper link wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). Other A'I_M videos not on the clips channel will be linked when they are created. YouTube Clips Channel Link: https://www.youtube.com/@AIM_Clips You can also join the Discord: https://discord.gg/mrDq7wQzmY ea0ed7bd477dddb76929aa0c8f60a24c5182d666 150 127 2024-07-25T21:00:48Z IanisPeein 7 aim clips channel picture wikitext text/x-wiki Clips of A'I_M Gameplay, curated by IanisPeein (mostly). Other A'I_M videos not on the clips channel will be linked when they are created. YouTube Clips Channel Link: https://www.youtube.com/@AIM_Clips You can also join the Discord: https://discord.gg/mrDq7wQzmY <div class="main_top_banner"> [[File:Aim clips pic v7.png]] </div> 3409b6da5067ea60576face6f4386ec2757b9d51 Core Gameplay 0 11 112 83 2024-07-08T15:08:11Z IanisPeein 7 weapon selection, cooldown indicators wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go on half-cooldown. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. bd90c4c26b6a9e6e05bc9eea6f52026fde604563 129 112 2024-07-21T22:14:32Z IanisPeein 7 rework wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. fa0835f699d0dc8473389ba018cf185efc6a7e73 132 129 2024-07-21T22:37:45Z IanisPeein 7 new multis wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), and SPACE IS MINE (6). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), DIE CAST (2), FAIR PARRY (3), and SPACE IS MINE (4). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 9b9ca2f8d80a261e89bd7529b53ca44240103244 133 132 2024-07-21T22:40:39Z IanisPeein 7 new weps wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by 1 second (1000ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. For info on what each ability does, see [[Abilities]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 042775b459b0329131da63c913a622fc6d5cd013 136 133 2024-07-22T23:52:58Z IanisPeein 7 500ms wikitext text/x-wiki [[File:Ai m v5 clip1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. For info on what each ability does, see [[Abilities]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 15da2a4bcf7c80c18bfe2371e4dd142f5c75d48e 142 136 2024-07-24T14:20:32Z IanisPeein 7 new gif test wikitext text/x-wiki [[File:Clipped gameplay.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. For info on what each ability does, see [[Abilities]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 3a73eef7b9607e9268f933dfec5d17fffb4b72b3 145 142 2024-07-25T15:12:09Z IanisPeein 7 new gif wikitext text/x-wiki [[File:Core gameplay 1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the after image, which lags behind the player you control by half a second (500ms). Weapons only damage your after image, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. For info on what each ability does, see [[Abilities]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] Score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with +1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. 425916005a3599e8ddc5d9139a3e0993f9502201 146 145 2024-07-25T15:39:31Z IanisPeein 7 wording, claririfcation, elaboration wikitext text/x-wiki [[File:Core gameplay 1.gif|thumb|alt=gif of the dev railing another player|most sane A'I_M gameplay]] A'I_M is a game about prediction. It is not, however, a game about bulletspam, camping, or concealment. The main gameplay gimmick is the "AfterImage", which lags behind the player you control (your "true image") by half a second (500ms). Weapons only damage your AfterImage, and your true image is not visible to other players. Similarly, you cannot see other players' true images. Each player is instantly killed by any form of damage unless they manage to successfully [[Abilities#FAIR_PARRY|parry]] the attack. The maze of walls the game is played in is randomly generated, and refreshes every 4 hours. To see gameplay in action, visit [[Gameplay Clips]]. ==Weapon Selection== Before you spawn, you are allowed your selection of four abilities. The top two slots are '''weapon slots''', where you can pick from DIRECT IMPACT (0), MASS IMPACT (1), ORDINARY RAIL (2), UNSTABLE CORE (3), CAST DOUBT (4), DIE CAST (5), SPACE IS MINE (6), CLIP CLAP (7), LOOK A WAVE (8), and RAPID BARE RAGE (9). The top-left and top-right slots are triggered by <code>LEFT-CLICK</code> and <code>RIGHT-CLICK</code> respectively. The bottom two slots are '''utility slots''', where you can pick from THERE PORT (0), DASH IT (1), CAST DOUBT (2) DIE CAST (3), FAIR PARRY (4), SPACE IS MINE (5), ROYAL BLOW (6), ROYAL SUCK (7), LOOK A WAVE (8), PARRY ANGEL (9), and RAILSTORM (10). The bottom-left and bottom-right slots are triggered by <code>SHIFT</code> and <code>SPACE</code>. For info on what each ability does, see [[Abilities]]. == General Gameplay Tips == * Due to the inherent firing delay, you are required to predict the enemy movement several moments into the future and lead your shots accordingly. * Doorways are deadly funnels that you should avoid if possible, and try to lure your enemies into. ** Teleportation is useful for bypassing them. * Stay on the move. Standing still is a great way to get railed. * Battles happen in the void of space with no air-induced drag. Your ship will continue moving according to its velocity even if you let off the pedal. Use inertial movement to your advantage. ** "I can't shake him off!" Stop boosting, turn around, fire at the enemy. You can fire in one direction while coasting in another. * Speed is limited. Constantly boosting and dashing in one direction will have limited effect. ** Don't boost constantly. Accelerate only when necessary. This will also result in a higher total movement speed as the speed limiter doesn't kick in instantly. * Make sure to use all 4 abilities installed on your ship. Do not let any slot become dead weight. * Teleporting is useful for attacking the enemy from unexpected angles or dodging. === Cooldown stagger === Cooldown stagger is a mechanic that prevents "random bullshit go!" low-skill spam. The behavior is simple: when an ability is activated, this ability goes on full cooldown, while all other abilities go to a cooldown of 1 second, unless they are already cooling down. This way you cannot activate all 4 abilities at the same moment, keeping the game precise and thoughtful. Consider, however, that many abilities fire with a delay. Though you may not be able to activate multiple abilities at the same time, you may still be able to get them to fire at the same time, if you align their delays correctly. Ability cooldowns are displayed at the right and left edges of the screen, corresponding to their positions on the weapon selection screen (e.g. the top-left ability you selected will have its cooldown displayed at the top-left edge of the screen. Parry abilities are immune to cooldown stagger, i.e. using a normal ability will not trigger a parry ability to cool down. However, activating a parry abilitiy causes normal abilities and parry abilities to cool down. == Scoring == [[File:Score example.webp|thumb|right|300px|Example of score in-game]] The score formula is: score = kills * (kills/(deaths+1)) in the past 10 minutes This formula combines KDR and cumulative kills scoring. Each kill and death is multiplied by a certain amount, depending on how stylish the kill was. The multiplier is computed additively. All hits start with x1 base mult, and then add extra mult depending on context. For now two bonuses are defined, + PARRIED is offered for a short duration after a shot is parried. <br>+ PROXY is offered depending on the number of projectiles nearby. This ironically only counters minespam for now, though in future it will counter bulletspam as well. Additional bonuses are planned. KDR alone is not good enough, as it encourages players to play very safe and discourages getting many kills. A KDR of 10 may sound impressive, but it could mean 100 kills and 10 deaths (quite good!) or it could mean 10 kills and 1 death (much less impressive). Cumulative kills alone are also not good enough. Getting many kills certainly takes effort and skill, but it runs into the opposite problem: if someone has 50 kills, but also 50 deaths, are they really that good? Combining the two solves both problems. The score is now a peculiar balance between having to grind kills as soon as possible, while also discouraging careless gameplay. The other issue with cumulative kills is... the way it accumulates. Your score becomes less of a measure of your skill, and more a measure of how long you played. To avoid this, we only track kill/death events over the past 10 minutes. In other words, your score is only based on what happened in the last 10 minutes. This puts a heavy and fun pressure on you the player, forcing you to waste no time and to actively keep your score as high as possible. e0b5d4a44c16870e359c3f558ed4ee558be1d276 File:V6 banner.png 6 21 113 2024-07-08T15:27:47Z IanisPeein 7 new banenr from v6 wikitext text/x-wiki == Summary == new banenr from v6 6099724c61f7f451f33984c6b23e8e32fe7f28d5 Installation Instructions 0 18 115 96 2024-07-09T17:18:19Z IanisPeein 7 vpn wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! ===To Install=== <span>[[File:Itch app.png|thumb|right|300px|Itch.io app with A'I_M running]]</span> # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN. If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY f4cf65db76ef1760d2cc27fe014d22ccbe515f40 116 115 2024-07-09T22:57:21Z IanisPeein 7 img size wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. MacOS? You may still be able to run the game by using a VM. For example, one of our players managed to run the game on an arm64 Mac within VMWare Fusion on a Debian 12 VM, hitting 100+ FPS. Make sure to enable GPU passthrough! ===To Install=== <span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span> # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN. If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY 705f7193c1665919fc2c2cbf5008c99c49f02128 125 116 2024-07-11T08:54:16Z 23.deferred.impact 2 Removed the MacOS virtualization idea cuz it actually isn't viable wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. ===To Install=== <span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span> # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN. If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY 3092f7446f5757d470da95b079c70788b3228173 126 125 2024-07-13T01:51:38Z IanisPeein 7 note 2: u can play without itch app if u really want wikitext text/x-wiki ===From itch.io page=== I heavily encourage you to use the itch.io app for this installation, as updates are frequent and there is zero backwards compatibility. If you don't run the latest client version, the game will glitch out in all the weird ways. ===To Install=== <span>[[File:Itch app.png|thumb|right|400px|Itch.io app with A'I_M running]]</span> # Download the [https://itch.io/app itch.io app] # Paste the itch link (https://deferred-impact.itch.io/after-image-mayhem) into the address bar at the top of the itch app # Download the correct game version for your operating system # Click "Launch" and play the game! NOTE: VPNs CANNOT CONNECT TO THE GAME. The map will not load if you are using a VPN. NOTE 2: You ''can'' play the game without using the itch.io app, however you will have to manually re-install the game whenever there is an update. Doing this is not recommended. If you encounter any issues, please join our Discord and ask for help: https://discord.gg/mrDq7wQzmY e5fc6856e6320590b7e40f6f637d734c8cc0c05a File:AIM V7 BANNER.png 6 22 139 2024-07-24T01:15:56Z IanisPeein 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Clipped gameplay.gif 6 23 141 2024-07-24T14:18:58Z IanisPeein 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Core gameplay 1.gif 6 25 144 2024-07-25T15:11:31Z IanisPeein 7 wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 File:Aim clips pic v7.png 6 26 149 2024-07-25T20:58:38Z IanisPeein 7 wikitext text/x-wiki picture of channel page 0cd6918b58a71581dab138f63c9c24f826a93279 File:Overpen.webp 6 27 152 2024-08-01T15:50:42Z IanisPeein 7 wikitext text/x-wiki jrq overpen first lore pic 3511028c477324a852afde68c79b358d4ac8c882 Lore 0 28 153 2024-08-01T15:51:58Z IanisPeein 7 over peen wikitext text/x-wiki A'I_M lore is still very much under development. <div class="main_top_banner"> [[File:Overpen.webp]] </div> cf873e38d506cbc90fe6b2b4ec09d394cb41cc99 Lore 0 28 155 153 2024-08-09T16:40:38Z IanisPeein 7 discord link and no naked wikitext text/x-wiki A'I_M lore is still very much under development. Join the [https://discord.gg/mrDq7wQzmY Discord] for more information. 072685e1207e83326cbb16882f0d5a2e7dd3857c Main Page 0 2 156 151 2024-09-05T06:44:24Z JustLeafy2k3 14 wikitext text/x-wiki <div class="main_top_banner"> [[File:AIM V7 BANNER.png|alt=banner (screenshot of gameplay)|gaming]] </div> '''YOUR REGRETS THEY SHADOW YOU''' In the painfully orange AIM_VECTORSPACE_NEBULA, large surreal jet fighters engage in a forever battle, in a pursuit of... well, something important, probably. The sublight RAILs and deadly teleporting CASTs illuminate the battlefield as these machines tear into each other, over and over. And now, though the wonders of FLAVORLESS_SOUP technology, you, dear ''human'' interloper, can interfere. '''For free.''' ---- <big>'''ITCH.IO DOWNLOAD LINK''': https://deferred-impact.itch.io/after-image-mayhem</big> '''Playable on Microsoft Windows, Linux and macOS*''' <nowiki>*no native Mac executable is provided, but virtualization may be used</nowiki> [[Installation Instructions|Installation]] is recommended through the [https://itch.io/app itch.io app] to receive automatic updates. ---- Youtube Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/watch?v=98c3YkSuI8E|YouTube Channel Link]] Clips Channel: [[File:YouTube full-color icon (2017).svg.png|40px|link=https://www.youtube.com/channel/UCVyhlkOhmYhsienwsFkwCeg|Clips Channel Link]] Discord Server: [[File:Discordlogo.png|35px|link=https://discord.gg/mrDq7wQzmY|Discord Server Link]] == WELCOME TO A'I_M::WIKI == This is an '''official''' wiki describing the "long overdue overhead view high skill pew pew" game developed by [https://aim.miraheze.org/wiki/User:23.deferred.impact deferred_impact] and the [https://defer.games/ FLAVORLESS_SOUP]. Explore pages below to find the info you seek. =====[[Installation Instructions]]===== =====[[Changelog]]===== =====[[Core Gameplay]]===== =====[[Abilities]]===== =====[[Gameplay Clips]]===== =====[[Lore]]===== ==Full Description (Itch)== A carefully crafted experience which focuses on being fair and skillful, and does not pander to the lowest common denominator. Challenging and puzzle-like, this game will hopefully make you think. It is not easy; it is not straightforward; it is not conventional. But if you are willing to look past these factors, i think you will enjoy it quite a bit. The unreality we are about to visit operates on one key principle: you can hit someone in the past, and only* in the past. They can hit you from the past, and only* from the past. This twists into a tasty yet flavorless, slow yet fast-paced, realtime yet puzzle-like mindgame where the only** way to succeed, is to guess your opponent's next move. It would be wise to try and read their thoughts; it would be even wiser to read them reading your thoughts, and unthink your thoughts. <nowiki>*certain rare exceptions are available.</nowiki> <nowiki>**exceptions are to be caught and rapidly liquidated.</nowiki> A large collection of weapons and utilities is presented to you; which differ not by mere "5% firerate" changes, but by tangible, behavioral differences: each weapon has a completely unique feel, playstyle, and synergies. And of course, you get to use them all. There are no random weapon drops; you don't start with the default pistol; there are no loot crates scattered through the landscape that force you to merely pray to RNGesus for a legendary rifle. There is no ammunition; you can use your abilities as much as you want to. There are no levels, upgrades or lives; each defeat is a mere opportunity to immediately reengage, and keep fighting the good fight. A certain vision is at the core of the game and gives it the gameplay integrity and fairness that is so desperately missing in 99.9% of other multiplayer games. Weapons are deliberately single-shot and quantized, making each shot a meaningful and distinct interaction. Concealment of information is used very carefully and sparingly, in a bid to avoid frustrating "how was i supposed to see that coming" situations. Randomness is absolutely minimized, leaving more room for skill to flourish. Cheap strategies are avoided at all costs. This game is the culmination of my 6 year long journey through the io games world, during which i gathered invaluable insight (mostly through being angry at other, worse games). And although this game cannot yet be played in the web browser due to technical limitations, it follows the io games spirit closely. You can play it right now, for free, requiring no account, with your friends or with strangers. Enjoy. Made in Ukraine UNDER russian MISSILE FIRE. We need your help to win this war - please donate and spread the word. Copyright 2024 deferred_impact and the FLAVORLESS_SOUP. 7f328693157557a7d25af3ee652f43c65c2f37a0